I am working on some particle simulations using compute shaders. I have implemented this particular system before on cpu, so I'm confused why the simulation is consistently exploding after some time. Looks like error builds up, no matter of starting conditions. Could this be floating point error? and if so, how can I fix it? step size is pretty low, and I'm using RK4, which I've found is normally resistant to this type of thing
#Particle simulation exploding
5 messages · Page 1 of 1 (latest)
What do you mean by explosions? Like crashing or something more visual?
This might be a rust term I don't know
Visual. I've solved the problem - I added some constraints on how far and close nodes can get to each other.
For context, this is the cloth simulation I've posted in #wip, explosion is referring to when nodes get crazy velocity values and are flying in every direction or become increasingly unstable